|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Heathen Bastard
Kang Lo Directorate Gallente Federation
448
|
Posted - 2013.08.05 05:53:00 -
[1] - Quote
DJINN leukoplast wrote:Even so, a militia shotgun can still kill a proto suit with pretty good efficiency. So why should tanks be any different? And don't use ISK cost as an excuse, unless you admit you want tanks to be p2w. Also proto AV barely stands a chance against the current std tanks, so yeah. The only useful advanced AV weapon is the forge, the adv swarms suck bad IMO. Yet they should be insta-owning std tanks, since the AV is of a higher tier... right?
Militia has std damage, higher fitting cost, and less ammo. less ammo=more time reloading=SIGNIFICANTLY reduced DPS.
regular swarm 4 shots. militia swarm 2 shots.
both launch 4 missiles that deal 330 damage per missile and take one second to lock on and fire(travel removed as missiles would be reaching target at 1 second intervals) so that is a standing dps of 1320 per second
regular swarm can do 1320 dps for 4 seconds. In this time period, the militia will do 660 and have spent 2 seconds reloading.
they are in no way equal for their intended purpose. the proper way to take down a tank is high, sustained damage over time. the militia is at best, a minor distraction to a skilled into, well fit, properly driven tank.
My 7.5 million SP into my vehicles should invalidate your 0 into AV. Period. End of story. I have spent a mostly proto suit's SP into my standard vehicles(and only one type of tanking, shields) it should **** all over your nothing.
there is a massive gap between a proto-skilled std fit and a militia fit(50% hp, 15% extra damage, 15% faster reload, etc.). The only thing proto about tanks right now, besides turrets is the skill tree.
Scary part? I'm actually on the low end of vehicular warfare and skilling into it. and still have another 2.9 million to put into my enforcer tank for a 6 percent bonus to missiles, the redheaded stepchildren of turrets. and another 2 to max out my shielding tree, then comes finishing out hybrid turrets, thankfully, I'm only 720K from that. after that, I can start to branch out to other vehicles.
So, I only need to hit about 13-14 million to put out my core skills, turrets, finish off one tank, have my turrets ready(even though only 1-2 are worth a damn) then I can start all over again with armor tanks, go into murdertaxis, or take up the aerial self-screw.(Da Vinci joke. since dropships are something I'm happy to see on field. they're basically free, floating ISK to me and my rail turret.)
and keep in mind that I also maintain a ground suit for when there is ONE proto forger on the field. so I could also start skilling into that as well. then only a paltry 8 million and I'm good to go.
good thing it only takes someone with 2 million SP(proto forge on a militia heavy) to remove me(I'm either dead or running) from the field unless there are 4 of me, and coordinated to boot, or for once the blues actually kill the AV guys.
hell, let's highball that and say he's using a proto standard suit for the extra damage bonuses which he also skilled into. 4-5 million SP to kick me off the field.
and dust is pay to win. period. You want the best gear, conducive to winning the fight? Pay for it. Since tank players have to pay out the nose(a well fit STD tank is over a million) they should be significantly harder to kill. |
Heathen Bastard
Kang Lo Directorate Gallente Federation
448
|
Posted - 2013.08.05 06:11:00 -
[2] - Quote
Delta 749 wrote:
FGM 148 Javelin Available since the 90s and allows a single soldier to bust a tank by way of a SINGLE tandem warhead which just means it has multiple stages of detonation to defeat reactive armor on a tank Also happens to be a lock on fire and forget type weapon like our swarm launcher but even better since it has a top attack flight profile, that means it shoots up into the air then flies and lands on top of the tank avoiding any accident detonations on the terrain unlike the swarm launchers we have now
Now lets imagine you fired 6 of those at once and you get close to what a proto swarm launcher is, multiple warheads detonation at the same time on a single target
Explain to me why it should not do significant damage to your tank without crying about cost or using a hyperbolic argument like "Durr its a future tank and therefore stronger" keep in mind that weapons technology is generally ahead of defensive technology
Keep in mind my shield tank is specifically built to defeat explosive weaponry. as in, those missiles only sting a little bit. DURR its the future and shield tech was made to combat explosives. |
Heathen Bastard
Kang Lo Directorate Gallente Federation
448
|
Posted - 2013.08.05 06:13:00 -
[3] - Quote
Delta 749 wrote:
Need to add in something that you vehicle players always forget when talking about swarm launchers The after firing cooldown, it prevents you from reloading, re locking a target, switching weapons, or sprinting for 2.5-3 seconds and theres is absolutely nothing that can be done to prevent it or shorten the delay
now keep in mind that 2/3s of the time your swarms are invisible to us, and we generally can't trust our hit indicators because they blatantly lie about where we're getting hit from. |
Heathen Bastard
Kang Lo Directorate Gallente Federation
448
|
Posted - 2013.08.05 06:40:00 -
[4] - Quote
Delta 749 wrote:Heathen Bastard wrote:Delta 749 wrote:
Need to add in something that you vehicle players always forget when talking about swarm launchers The after firing cooldown, it prevents you from reloading, re locking a target, switching weapons, or sprinting for 2.5-3 seconds and theres is absolutely nothing that can be done to prevent it or shorten the delay
now keep in mind that 2/3s of the time your swarms are invisible to us, and we generally can't trust our hit indicators because they blatantly lie about where we're getting hit from. Bad render distance is a known problem for everyone but really you guys are blaming hit indicators now? Whats next? My tank was blown up because my chair wasnt comfortable enough?
If you get shot, you turn and shoot the guy, or get to cover using the hit indicator as to define where is "safe" from the enemy's fire. If I get shot, I have to spend 3 seconds turning then I see that there is nothing over on my right because the guy was on my left, or I go for cover, only to learn that I'm going right toward whatever was shooting me later.
I then turn for another 5 seconds and by then, if the guy isn't mentally borked he'll be long gone, along with somewhere between 1000 of my shielding(swarms), or me getting popped(forges, other tanks) because the systems I use to judge where is prudent to take cover are malfunctioning.
and really, how often do other players stop rendering when you look directly at them? this happens all to often with tank to tank warfare at railgun distances. get out of cockpit view, you can see him. get into it so you can actually aim properly, boom, they're invisible, and your dot won't turn red. 50/50 on it happening to him at the same time.
the hit indicator problem seems to go hand in hand with the rendering issue, if I can't render them or their munitions, then for some reason my hit indicators start going random. on me. as in I've gotten hit from the front by inviso-swarms(third person view, explosions off front armor) and my indicator said they came from left,right, and behind me. I know that at least one of those was a lie as behind me was the redline, and all explosions were on the front armor. |
Heathen Bastard
Kang Lo Directorate Gallente Federation
449
|
Posted - 2013.08.05 12:42:00 -
[5] - Quote
Iron Wolf Saber wrote:Blah blah blah
Use railgun. Current tests can deliver up to 33 MJ of impact force from over the horizon, to within 5 meters of target.
Of note. a single megajoule is "roughly equivalent to a 1-ton car traveling at 100 mph." so yeah, it's either a 33 ton car at 100 miles per hour, or a single ton car moving at 3300 miles per hour. or maybe both, which would just be mind boggling to consider the physics of it. Or, how anything can still exist after being hit by it. |
Heathen Bastard
Kang Lo Directorate Gallente Federation
450
|
Posted - 2013.08.05 19:08:00 -
[6] - Quote
Iron Wolf Saber wrote:Heathen Bastard wrote:Iron Wolf Saber wrote:Blah blah blah Use railgun. Current tests can deliver up to 33 MJ of impact force from over the horizon, to within 5 meters of target. Of note. a single megajoule is "roughly equivalent to a 1-ton car traveling at 100 mph." so yeah, it's either a 33 ton car at 100 miles per hour, or a single ton car moving at 3300 miles per hour. or maybe both, which would just be mind boggling to consider the physics of it. Or, how anything can still exist after being hit by it. We don't have one tank portable yet.
Hence my saying "over the horizon." the current models can be mounted on a ship, and fire upwards of 200 miles inland. they have much better range than the ingame versions at less than half the power. |
Heathen Bastard
Kang Lo Directorate Gallente Federation
463
|
Posted - 2013.08.10 23:41:00 -
[7] - Quote
Delta 749 wrote:Uravm0d groundforce wrote:Quote:FGM 148 Javelin Available since the 90s and allows a single soldier to bust a tank by way of a SINGLE tandem warhead which just means it has multiple stages of detonation to defeat reactive armor on a tank Also happens to be a lock on fire and forget type weapon like our swarm launcher but even better since it has a top attack flight profile, that means it shoots up into the air then flies and lands on top of the tank avoiding any accident detonations on the terrain unlike the swarm launchers we have now
Now lets imagine you fired 6 of those at once and you get close to what a proto swarm launcher is, multiple warheads detonation at the same time on a single target
Explain to me why it should not do significant damage to your tank without crying about cost or using a hyperbolic argument like "Durr its a future tank and therefore stronger" keep in mind that weapons technology is generally ahead of defensive technology sounds like you want this game to be more realistic, you are aware though people in real life who get shot once generally fall on the floor and are taken to hospital if there lucky. Pretty sure I said it earlier but thats just an example to show tankers how good they actually have it compared to the real world
Pretty sure in the real world we don't have ships that measure in kilometers firing depleted uranium rounds the size of semis. |
|
|
|